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How to use the mirrorFloor effect #336865
08/06/10 17:13
08/06/10 17:13
Joined: Apr 2010
Posts: 56
Badrizmo Offline OP
Junior Member
Badrizmo  Offline OP
Junior Member

Joined: Apr 2010
Posts: 56
I'm really facing problems using this material, when I apply it to the ground it doesn't make any reflections. Any ideas how to make it work?

Re: How to use the mirrorFloor effect [Re: Badrizmo] #336868
08/06/10 17:22
08/06/10 17:22
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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Joined: Aug 2009
Posts: 1,438
Spain
I suppose you have a dyinamic light?


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Re: How to use the mirrorFloor effect [Re: painkiller] #336885
08/06/10 19:16
08/06/10 19:16
Joined: Apr 2010
Posts: 56
Badrizmo Offline OP
Junior Member
Badrizmo  Offline OP
Junior Member

Joined: Apr 2010
Posts: 56
Yea I have one dynamic light source,

okay, just figured out how to make it work

1- Create a map entity with the same dimensions as your floor
1-1 Open WED
1-2 Save the project with any name you wish (e.g. floor)add small cube
1-3 Scale the cube to have the same size of the floor
1-4 Texture the cube
1-5 Build the level


2- Take the resulted file with the wmb extension (floor.wmb)
3- put the floor.wmb in your probject directory
4- In your project right click and add the floor as map entity
5- assign this map entity the following action.

#include <mtlFX.c>
action Reflect()
{
fx_mirrorFloor();
my.albedo = 80;
}
6- run your level and start moving with the player, and you will see very nice realtime reflections.


Last edited by Badrizmo; 08/09/10 05:34.

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